So I was throwing around some ideas about a multiplayer videogame that would combine elements of fps’s and racing games. Basically, the idea was that players spawn together in a room at the start of a round where they choose and equip weapons and items for the following race. They then move into a room with stalls in between the various players (to prevent them from attacking each other), and as the countdown for the round begins, they are “supercharged” and when the round commences, they exit the starting line with incredible speed. The track that they initially run through has long walls and scattered windows between the players’ lanes, so they only have specific areas where they can fire into different lanes. After some preliminary checkpoints, the track exits into an office-style building where there is plenty of cover, and a new checkpoint is chosen at a landmark somewhere in the surrounding city. Now players must battle with each other as they race to different checkpoints throughout the city, and the first person to the last checkpoint wins.
Apologies for the wall of text up there, I was just trying to give some context. After coming up with these ideas, I then reconsidered my ambitions because I figured that people would be moving so fast AND so many raycasts would be drawn AND there would be so much action, that the smallest ping would create HUGE lag. People’s positions would be lerping over large distances, people would be dying from shots 2 seconds ago, etc. My question is: from your experience with online networking, is this the case?
Specifications: 10 people on a server max. I would be using Photon Unity Networking. People would be moving at roughly 20 mph, and they are sized realistically (~2 meters tall or so). If every player shot another player with a shotgun, you would have 12 * 10 = 120 raycasts at the same time.
Please tell me if there are any other specs that i need to include for this to be a complete question. Thank you for reading through my long paragraphs!